[MOD] Improved (full rewrite) Engineer
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
-
- Posts: 259
- Joined: Sat, 23. Nov 13, 09:48
-
- Posts: 245
- Joined: Tue, 3. Feb 04, 09:52
Again, as I said - all of the behaviour that I am witnessing would be explained by those two evaluations not working properly (granted I pasted the property check from the damaged list, not the destroyed list)
What I am seeing is :
a) components being repaired to full
b) order of components is arbitrary based on appearance in object persistence
c) engines not being repaired 'all at once' per your 'hullequalization' logic.
just sharing my observations. I can't dig in until this evening but I am happy to assist, I appreciate this kind of modification.
What I am seeing is :
a) components being repaired to full
b) order of components is arbitrary based on appearance in object persistence
c) engines not being repaired 'all at once' per your 'hullequalization' logic.
just sharing my observations. I can't dig in until this evening but I am happy to assist, I appreciate this kind of modification.
No good deed goes unpunished.
-
- Posts: 259
- Joined: Sat, 23. Nov 13, 09:48
are you sure you dont have multiple engineer mod going on here ? the order your giving for the componnent sound awfully like the vanilla (and most other engineer mod out here which are heavily vanilla inspired), version.
Also keep in mind, that repair drones repair everything on their own, all the engineer do is give them a list of damaged thing to repair and off they go.
Also keep in mind, that repair drones repair everything on their own, all the engineer do is give them a list of damaged thing to repair and off they go.
-
- Posts: 245
- Joined: Tue, 3. Feb 04, 09:52
-
- Posts: 319
- Joined: Sun, 26. Feb 06, 10:57
-
- Posts: 12
- Joined: Tue, 26. Nov 13, 15:01
What engineer report to you? Maybe, 64% for components and 12% for hull is a maximum of what engineer can do?Koritnaciino wrote:In 1.18 beta is not working for me. Yes enginier showing that is working on it but components 64% and hull 12% is stuck for last 20 mins. Also repair drones not working for me. I do something wrong? Have to replace prewious engineer or something?
-
- Posts: 319
- Joined: Sun, 26. Feb 06, 10:57
Repair capability components 64% hull 12%mitasamodel wrote:What engineer report to you? Maybe, 64% for components and 12% for hull is a maximum of what engineer can do?Koritnaciino wrote:In 1.18 beta is not working for me. Yes enginier showing that is working on it but components 64% and hull 12% is stuck for last 20 mins. Also repair drones not working for me. I do something wrong? Have to replace prewious engineer or something?
But actualy my hull is always on the same percentage. And I think if I get this mod right, then my consruction drones have to fly around ship and do something right?
-
- Posts: 7
- Joined: Fri, 29. Nov 13, 18:34
-
- Posts: 1256
- Joined: Fri, 26. Aug 05, 22:39
This mod wont allow an engineer to fully repair the ship. The maximums are determined by his/her skills. You can check the % flying close to the ship and then you get a report what is he/she doing and what % is his/her maximum.Katerchan wrote:Same here now:
my Arawn and my Tituriel both have 30 construction drones now, and it says all 30 are in use. but hull of both is still around 60% without any change, even after letting it "work" for over an hour, and the tituriel engines are not completly repaired yet.
-
- Posts: 319
- Joined: Sun, 26. Feb 06, 10:57
Are you shure? My engineer have 4 star in enginiering and other to most important skills 3-4 stars ... finaly can repair only to 16% hull? Also the drones not flying?csaba wrote:This mod wont allow an engineer to fully repair the ship. The maximums are determined by his/her skills. You can check the % flying close to the ship and then you get a report what is he/she doing and what % is his/her maximum.Katerchan wrote:Same here now:
my Arawn and my Tituriel both have 30 construction drones now, and it says all 30 are in use. but hull of both is still around 60% without any change, even after letting it "work" for over an hour, and the tituriel engines are not completly repaired yet.
-
- Posts: 1256
- Joined: Fri, 26. Aug 05, 22:39
Check the Op for the formula everything is written down there.Koritnaciino wrote:Are you shure? My engineer have 4 star in enginiering and other to most important skills 3-4 stars ... finaly can repair only to 16% hull? Also the drones not flying?csaba wrote:This mod wont allow an engineer to fully repair the ship. The maximums are determined by his/her skills. You can check the % flying close to the ship and then you get a report what is he/she doing and what % is his/her maximum.Katerchan wrote:Same here now:
my Arawn and my Tituriel both have 30 construction drones now, and it says all 30 are in use. but hull of both is still around 60% without any change, even after letting it "work" for over an hour, and the tituriel engines are not completly repaired yet.
-
- Posts: 75
- Joined: Fri, 12. Mar 10, 21:44
-
- Posts: 319
- Joined: Sun, 26. Feb 06, 10:57
-
- Posts: 12
- Joined: Fri, 29. Nov 13, 20:34
-
- Posts: 1498
- Joined: Thu, 10. Mar 05, 21:04
-
- Posts: 245
- Joined: Tue, 3. Feb 04, 09:52
Yes, analysing the logic that was the conclusion I had come to - if that test was failing, it would do what it seemed to be doing.andrewas wrote:Specifically, the isclass check seems to fail on wrecked components.Jey123456 wrote:Well, the thing is they shouldnt. Its most likely something pretty stupid that broke it.
What do you think a good workaround would be? name pattern matching?
We only have to match engine, warp, other major components and let everything else be weapons.
No good deed goes unpunished.
-
- Posts: 259
- Joined: Sat, 23. Nov 13, 09:48
-
- Posts: 1498
- Joined: Thu, 10. Mar 05, 21:04
So far, they all return class 'destructible'. I was about to rewrite this to check by name, but its suddenly 4am.
EDIT]
Rewrote it anyway. Seems to work. Bit of a hack.
EDIT]
Rewrote it anyway. Seems to work. Bit of a hack.
Code: Select all
<do_all exact="$wreckedelements.count" counter="$i" reverse="true">
<do_if value="$wreckedelements.{$i}.iswreck">
<set_value name="$thisRepairTargetValue" exact="5"/>
<!-- engines-->
<do_if value="($wreckedelements.{$i}.knownname == {20104,1101}) or ($wreckedelements.{$i}.knownname == {20104,1201}) or ($wreckedelements.{$i}.knownname == {20104,1301})">
<set_value name="$thisRepairTargetValue" exact="90"/>
</do_if>
<!-- jumpdrive -->
<do_elseif value="$wreckedelements.{$i}.knownname == {20104,1401}">
<set_value name="$thisRepairTargetValue" exact="70"/><!-- score are lower on the wrecked, since its going to take longer to restore, we would rather fix a non wrecked one first -->
</do_elseif>
<!-- drone bay -->
<do_elseif value="$wreckedelements.{$i}.knownname == {20104,1501}">
<set_value name="$thisRepairTargetValue" exact="60"/>
</do_elseif>
<!-- shields -->
<do_elseif value="($wreckedelements.{$i}.knownname == {20104,801}) or ($wreckedelements.{$i}.knownname == {20104,901}) or ($wreckedelements.{$i}.knownname == {20104,1001}) or ($wreckedelements.{$i}.knownname == {20104,1801})">
<set_value name="$thisRepairTargetValue" exact="50"/>
</do_elseif>
<!-- turrets -->
<do_elseif value="($wreckedelements.{$i}.knownname == {20104,101}) or ($wreckedelements.{$i}.knownname == {20104,201}) or ($wreckedelements.{$i}.knownname == {20104,301}) or ($wreckedelements.{$i}.knownname == {20104,401}) or ($wreckedelements.{$i}.knownname == {20104,501}) or ($wreckedelements.{$i}.name == {20104,1901})">
<set_value name="$thisRepairTargetValue" exact="25"/>
</do_elseif>
<!-- missiles -->
<do_elseif value="($wreckedelements.{$i}.knownname == {20104,601}) or ($wreckedelements.{$i}.knownname == {20104,701})">
<set_value name="$thisRepairTargetValue" exact="15"/>
</do_elseif>
<do_if value="$nextRepairTarget?">
<do_if value="($hullEqualisationBonus gt 0) and ($wreckedelements.{$i}.knownname == $nextRepairTarget.knownname) ">
<set_value name="$thisRepairTargetValue" operation="add" exact="$hullEqualisationBonus"/>
</do_if>
Last edited by andrewas on Wed, 4. Dec 13, 22:29, edited 3 times in total.
-
- Posts: 245
- Joined: Tue, 3. Feb 04, 09:52
I was in the shower thinking it would be nice if there was a defense guy who could set a bias on the repair order...
like, set a property in the defenseguy's ai for 'most wanted part' - jumpdrive if the defense guy intended to bug out, or specific weapon etc. (specific shield, or whatnot)
like, set a property in the defenseguy's ai for 'most wanted part' - jumpdrive if the defense guy intended to bug out, or specific weapon etc. (specific shield, or whatnot)
No good deed goes unpunished.
-
- Posts: 1498
- Joined: Thu, 10. Mar 05, 21:04